Shattered Kingdoms

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PostPosted: Fri Aug 17, 2007 8:45 am 
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Offer the Tribs three of those uber NPCs each. One for each leader flag and then one more for the general members. Since the empire is both they perhaps should only have oneof the uber NPCs for anyone who wants to use it.


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PostPosted: Fri Aug 17, 2007 8:54 am 
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I'd also like to say not every tribunal has ubber NPCs. The tribunal with the best NPCs are the Guardian (elementals), or CoN because they have supernatural hides and are all near GM.

Peacekeepers and Talons do not have amazing NPCs so I have no idea what you are talking about when you generalize like that.


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PostPosted: Fri Aug 17, 2007 9:02 am 
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Well Eusd, I thought I was clear .

Offer EVERY nation three uber NPCs. Like how the guardians have the elementals (thuoght I think they got wimped form thiere early days). Different for each tribunal to match the nation and RP yes. For that matter the NPCs can be three different NPCs to walk around int.

like the guadians can have elementals, A centuar barb, and a sprite swash to order around.

Anf give each nation three uber NPCs to control. that way it is more balanced.

With the exeption being the MC which should only get one since they are a cabal and get the cabal spells as well.


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PostPosted: Fri Aug 17, 2007 9:14 am 
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Man, I remember when only the RP freaks and/or hoarders would join a tribunal. They were so uncool it wasn't even funny. And then along came the take-a-buddy-into-war change and the CoN/Elemental swarms and now cabals are underpowered. :roll:


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PostPosted: Fri Aug 17, 2007 9:52 am 
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The Mighty Fluffball wrote:
the CoN.. swarms


I wouldn't exactly call the CoN a powerhouse. Sure, there are some mean NPCs, but it's pretty tough to have them "swarm" if there isn't anyone to control them.


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PostPosted: Fri Aug 17, 2007 1:35 pm 
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ObjectivistActivist wrote:

This isn't trib-member specific, though. Anyone is protected in this way.

The only thing that needs to happen to tribs is an equalization, of numbers and power, of NPCs across the board. Some tribs get 24623572457 NPCs in every square of their home city (Menegroth), other tribs have so few NPCs that you can literally go entire streets without seeing one (Nerina, and yes I'm counting the hidden rogue class NPCs). EQ also needs to be balanced in tribs. Some tribs' NPCs spawn suited from head to toe and armed, no matter how many times they're killed (Menegroth, Exile), other tribs' NPCs basically never spawn with gear and when they do it's only one or two pieces (Nerina, NW). It doesn't matter that the full suits of armor suck, so do the few pieces spawned on the other NPCs, they just get less of it.

The last point of equalization is in unique "powerhouse" NPCs. Every nation should have the same number of NPCs that they can raid with that are high level and a great deal more powerful than the average trib NPC. Examples of these would be the imposing legionnaire and the faceless nymph.


You're a dummy. No way should the strength of Nerina or Sith'a'neil's guards should even remotely compare to Taslamar or the Empires.


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PostPosted: Fri Aug 17, 2007 3:12 pm 
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Yeah, they should be stronger.


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PostPosted: Fri Aug 17, 2007 6:50 pm 
Please tell me Eusd didn't just say the Peacekeepers don't have any powerhouse NPCs. Hulking male human, whom I used all the time. Lazeran, if you take the time to equip him? Not hard to get a suit of tanso, and a decent tanso weapon. Baltus might qualify, but I only used him once in a PK situation, and he didn't do too hot.(Granted I don't think I had him cast protection or sanc on himself)

Not to mention the fact that you can get nearly any spell you want cast on you from the MASSIVE AMOUNT OF GUARDS in Exile. Having played a Talon and Keeper, the Talon guards..are not only few and far between, but they're so pathetic.(Unless there's been a change to the Zhensh guard setup that I haven't noticed in the past year or so.)

I understand Tas and the Empire having MORE GUARDS, but the quality of guards between nations seems off IMO.

I can't say anything about the other Tribs really, haven't been in them.


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PostPosted: Fri Aug 17, 2007 6:59 pm 
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Only now Lazeran is a powerhouse, He was given diamond armor and all the skills regular Merc pcs have. Though before that Lazeran was a terrible tank even with decent items. The hulking man is pretty good though for some reason every time I went up north he would leave. I just doubt the guards because Divalni was able to kill them all with a single guard and pet.


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PostPosted: Fri Aug 17, 2007 7:31 pm 
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You're judging the ability of a paladin NPC to kill a PC scout with a GM barbarian pet. Two classes that paladins aren't geared to fight.

Of all the lighty nations, Exile has the best NPCs hands down. The paladin NPCs rip through hellions and necromancers. Against other classes you should be utilizing them defensively. As in, use sanc/protection/heal spells, etc. Put them second row. Templars have a reach weapon and they will spam flamestrike and holy word from second row.

The hulking male human is a beastly tank and damage output and baltus was pretty elite too when I used to use him. I can't speak for yvette and lazeron but yvette is a swashi so I assume if you get her equipped she'd be fine.

As far as pc friendly spell lists go, Exile has the best.

Nerina has the worst NPCs. Their unique swashi is okay if you can get him with eq. The other NPCs are just balls. They have two good spellcasters but they wander the city and are soooo freaking hard to find when you actually need them. The dwarf gate guards are the only ones you want to ever depend on for any amount of tanking and they are annoying as hell to take out of the country since they yell in foreign nations when engaged in combat...not good for sneaking up on people.

Yeah the empire has a lot of NPCs but until recently they had no unique NPCs like the other countries had and only had access to the mercenary class and some low level hellions.

Sure you'll see a lot of legionnaires wandering around in clumps but they don't even report crimes at all. Also pretty much any fighter class with spells up can take 5 or 6 of them at once without difficulty. The captains are good tanks and bash, but they don't have much damage out put. The hellions are just good for casting rift..thats about it. They don't hellfire in combat and they are just low level and low damage output.

The only good NPC they have for damage out put is the giant legionnaire who doesn't auto assist so half the time if you aren't paying attention he isn't even doing jack. The centaur legionnaires are decent if you utilize them right but they are limited in number. Those are the best things to have in your group if you have the time to go grab them.

Sith a niel gets paladins, swashis, and barbs. A good spread of damage + protection and taunt.

I don't even know what all the con has since I only see their uber named NPCs, but those things rock face.

But every single tribunal NPC has the exact same exploit weakness which anyone with any form of ranged combat at all...oh look..thats only -every single class- can use to bring them out of formation...so its not like even having the NPCs with you is something you can plan on when you raid.


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